Saving Throw none and Will negates
(object); Spell Resistance no and yes (object)

This spell instantly transports you to
a designated destination, which may be as distant as 100 miles per
caster level. Interplanar travel is not possible. You can bring along
objects as long as their weight doesn't exceed your maximum load. You
may also bring one additional willing Medium or smaller creature
(carrying gear or objects up to its maximum load) or its equivalent
per three caster levels. A Large creature counts as two Medium
creatures, a Huge creature counts as four Medium creatures, and so
forth. All creatures to be transported must be in contact with one
another, and at least one of those creatures must be in contact with
you. As with all spells where the range is personal and the target is
you, you need not make a saving throw, nor is spell resistance
applicable to you. Only objects held or in use (attended) by another
person receive saving throws and spell resistance. Areas of strong
physical or magical energy may make teleportation more hazardous or
even impossible.

*Removed
the chances of arriving on or off
target and familiarity and replaced them with the
following rules: Teleportation only works when you have attuned to a
place for 24 hours. Places you have never been to, you may not
teleport to. Once you have arrived at a place and spend at least 24
hours uninterrupted there, you may then teleport to and from that
location with out error.

TELEPORT,
GREATER

School
conjuration (teleportation); Level sorcerer/wizard 7

This
spell functions like teleport, except that there is no range limit
and there is no chance you arrive off target. In addition,
you need not have seen the destination, but in that case you must
have at least a reliable description of the place to which you are
teleporting. If you attempt to teleport with insufficient information
(or with misleading information), you disappear and simply reappear
in your original location. Interplanar travel is not possible.
In edition you need only spend 8 hours to attune to a specific
location in order to teleport there.

*This
now makes you journey to find unique and far off places to which you
want to frequent. The journey is still in tact and the adventure will
not suffer. Once a place is reached you now have a quick escape back
to town to resurrect friends, gather supplies and then can return
immediately and continue your adventure. Furthermore you can end your
adventure quickly by going back to your city or home place when you
are done.

**The
attuning aspect allows you to now not just teleport to a location but
to a specific place. You may wish to arrive inside a particular cave
near by a place of danger or inside a specific house in a specific
district. Warding against teleporting is a magic users main line of
defense. A warded house or dungeon will not allow attuning to take
and can negate the ability to move in and out of a place quickly.

A
creature protected by endure elements suffers no harm from
being in a hot or cold environment. It can exist comfortably in
conditions between –50 and 140 degrees Fahrenheit without having to
make Fortitude saves. The creature's equipment is likewise protected.
Gains a +2 to fortitude saves against being in a hot or cold
enviroment.

Endure
elements doesn't provide any protection from fire or cold damage, nor
does it protect against other environmental hazards such as smoke,
lack of air, and so forth.

*Restoration
is back (1000gp diamond to remove negative levels from death)

*Raise
Dead is back (5000gp diamond to bring back to life with missing parts
and only so many days allowed dead)

*Regenerate
is still banned

*Resurrection
is back (10,000gp diamond to bring back to life with missing parts)

*True
Resurrection is back (25,000gp diamond to bring back to life, fully
restored to the point they were when the died.)

*Spell Casting Services: (Caster Level x Spell Level x 10gp) *Anything putting this cost above 3000gp is not available. Exception is to pay this price and provide the NPC with the material diamond or cost needed to cast the spell.

Q: What if I do not have any of this money and my party member is dead?

A: If this happens and no NPC's or church groups are friendly towards you and would offer this service for free on them, then you must commonly complete a quest or task for the NPC or church to re-pay for the PC they bring back to life. _______________________________________________________________________Rules you may have forgottenWithdraw pg#188 - allowed a double move on this action, however if you pass through a 2nd threatened square you are subject to attacks of opportunity. Flat Footed pg#178 - Before you've taken a turn in combat you are considered flat footed and denied your AC bonus even if aware of combat and ready to battle.Attack of Opportunity pg#180 - Each square you threaten is a separate AOO. One enemy can be hit multiple times by the same PC with Combat Reflexes. The exception is Withdrawing.Casting on the Defensive pg#185 - Concentration check is a wording there is no Concentration skill, rather the DC is set at (15 + double the spells level)Climbing and Swimming pg#186 - 1/4 speed for anyone attempting these moves or take a -5 to your check to move at 1/2 speed.5ft Step pg#189 - You can't take a move action with a 5ft step. Your 5ft step is your move.Dying pg#189 - When your hp total is negative but not greater than your con score you are unconscious and dying. When your negative hp total is equal to or greater than your con score you are dead.Massive Damage pg#189 - If you take 1/2 your total hp score in one hit, roll a DC15 fort save or die. *This one is altered from 1/2 or 50 to just 1/2 to compensate for high level*Disabled pg#189 - At zero hp no standard action can be taken or fall unconscious. To be clear, this means you cannot attack and fall unconscious.Stabilize pg#190 - DC 10 + total negative hps = DC. EG) 10+(-12) = 22 DC or lose -1 hp until stable. DC 15 heal check can stabilize along with many core spells.Healing pg#191 - 8 hours rest = 1 hp / character level.Non-Lethal Damage pg#191 - Begin a running total from hp cap, do not minus from current totals. When non-lethal = total, become staggered (one move or one standard). Any more damage = unconscious, further damage = lethal.Movement pg#193 - Friendly PC's can move through each others squares. Fine, diminutive or tiny can move through enemies squares but are subject to AOO. Three sizes larger or smaller can move through enemies square but subject to AOO.Cover pg#195 - +4 to ACGrapple pg#200 - AOO unless improved disarm feat, but does not negate grapple. Need two hands free or suffer a -4 to your combat maneuver check if attempting a grapple, or taking over a grapple, etc. Cannot have a light weapon in your hand.Grapple Cast a Spell pg#567 Concentration check DC 10 + grappler's CMB + spell level or lose the spell. Thrown Splash Weapon Miss pg#202 - Roll 1d8 for random direction. "1" is back towards the caster. Count squares = to range increment of the throw. EG.) If only throwing 10ft = 2 squares towards the random direction and splash damage. Saving Throw DC pg#216 - Saving throw vs. your spell 10 + spell level + ability modifier for your class. Spells while falling pg#443 Can't cast while falling, unless past 500ft or immediate spell like Feather Fall. DC 20 + spell level to cast a spell while falling. Die Hard Feat pg # 122 - Auto stabilize when you are dropped to negative hp's.Epic Level pg#407 - 20th level limit per class. Multi class or prestige class (10 levels) to continue. EG.) 20th level Cleric + 10th level Fighter = 30th level PC. Favored Class pg#31 - Eveyone must pick a favored class, usually the one you are playing now! Each level gain +1 hp or +1 skill point when picking that class as your next level.Leadership - XP does not count against party XP. Follower remains at 2 levels below your current level. Two Weapon Fighting - *Testing removing minus to hit, to instead damage minus one dice category. When taking improved two weapon fighting instead of still a minus to hit, you would go up one dice damage level to the weapons normal damage. EG.) An average turn would have a fighter swing x2 longswords to hit for 1d6 or 1d8 after improved two weapon fight. To get more enjoyment from the skill instead of punishing you with no hits on something that was meant to be fun.